We are currently looking into implementing a six-point lighting setup for our VFX sprites. We’ve been able to access the directional light vector and fake other types of light using SDF shapes and can update them manually using code/blueprint . But, we were wondering if you could give us a hint on how to access all the lights in the scene in the scene with a material function and their direct and indirect light contributions. Like this example provided by Unity: https://unity.com/blog/engine-platform/realistic-smoke-with-6-way-lighting-in-vfx-graph